Revert "ebiten: use Kage shaders instead of built-in shaders for a color matrix"

This reverts commit 7fc79c50c3.

Reason: a color scale might be used with ColorM (DrawTriangles)

Updates #2364
This commit is contained in:
Hajime Hoshi 2022-10-02 00:18:16 +09:00
parent 7fc79c50c3
commit 520c47f0e8
3 changed files with 2 additions and 224 deletions

View File

@ -21,7 +21,6 @@ import (
"github.com/hajimehoshi/ebiten/v2/internal/affine"
"github.com/hajimehoshi/ebiten/v2/internal/atlas"
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
@ -234,22 +233,7 @@ func (i *Image) DrawImage(img *Image, options *DrawImageOptions) {
srcs := [graphics.ShaderImageCount]*ui.Image{img.image}
useColorM := !colorm.IsIdentity()
var shader *ui.Shader
var uniforms [][]float32
if useColorM {
s := builtinShader(graphicsdriver.Filter(filter), graphicsdriver.AddressUnsafe)
var body [16]float32
var translation [4]float32
colorm.Elements(body[:], translation[:])
uniforms = s.convertUniforms(map[string]interface{}{
builtinshader.UniformColorMBody: body[:],
builtinshader.UniformColorMTranslation: translation[:],
})
shader = s.shader
}
i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, mode, filter, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, false, canSkipMipmap(options.GeoM, filter))
i.image.DrawTriangles(srcs, vs, is, colorm, mode, filter, graphicsdriver.AddressUnsafe, i.adjustedRegion(), graphicsdriver.Region{}, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, false, canSkipMipmap(options.GeoM, filter))
}
// Vertex represents a vertex passed to DrawTriangles.
@ -414,22 +398,7 @@ func (i *Image) DrawTriangles(vertices []Vertex, indices []uint16, img *Image, o
srcs := [graphics.ShaderImageCount]*ui.Image{img.image}
useColorM := !colorm.IsIdentity()
var shader *ui.Shader
var uniforms [][]float32
if useColorM {
s := builtinShader(graphicsdriver.Filter(filter), graphicsdriver.Address(address))
var body [16]float32
var translation [4]float32
colorm.Elements(body[:], translation[:])
uniforms = s.convertUniforms(map[string]interface{}{
builtinshader.UniformColorMBody: body[:],
builtinshader.UniformColorMTranslation: translation[:],
})
shader = s.shader
}
i.image.DrawTriangles(srcs, vs, is, affine.ColorMIdentity{}, mode, filter, address, i.adjustedRegion(), sr, [graphics.ShaderImageCount - 1][2]float32{}, shader, uniforms, options.FillRule == EvenOdd, false)
i.image.DrawTriangles(srcs, vs, is, colorm, mode, filter, address, i.adjustedRegion(), sr, [graphics.ShaderImageCount - 1][2]float32{}, nil, nil, options.FillRule == EvenOdd, false)
}
// DrawTrianglesShaderOptions represents options for DrawTrianglesShader.

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@ -1,155 +0,0 @@
// Copyright 2022 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package builtinshader
import (
"bytes"
"fmt"
"sync"
"text/template"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
)
const (
UniformColorMBody = "ColorMBody"
UniformColorMTranslation = "ColorMTranslation"
)
type key struct {
Filter graphicsdriver.Filter
Address graphicsdriver.Address
UseColorM bool
}
var (
shaders = map[key][]byte{}
shadersM sync.Mutex
)
var tmpl = template.Must(template.New("tmpl").Parse(`package main
{{if .UseColorM}}
var ColorMBody mat4
var ColorMTranslation vec4
{{end}}
{{if eq .Address .AddressRepeat}}
func adjustTexelForAddressRepeat(p vec2) vec2 {
origin, size := imageSrcRegionOnTexture()
return mod(p - origin, size) + origin
}
{{end}}
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
{{if eq .Filter .FilterNearest}}
{{if eq .Address .AddressUnsafe}}
clr := imageSrc0UnsafeAt(texCoord)
{{else if eq .Address .AddressClampToZero}}
clr := imageSrc0At(texCoord)
{{else if eq .Address .AddressRepeat}}
clr := imageSrc0At(adjustTexelForAddressRepeat(texCoord))
{{end}}
{{else if eq .Filter .FilterLinear}}
sourceSize := imageSrcTextureSize()
texelSize := 1 / sourceSize
// Shift 1/512 [texel] to avoid the tie-breaking issue (#1212).
// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
p0 := texCoord - texelSize/2 + texelSize/512
p1 := texCoord + texelSize/2 + texelSize/512
{{if eq .Address .AddressRpeat}}
p0 = adjustTexelForAddressRepeat(p0)
p1 = adjustTexelForAddressRepeat(p1)
{{end}}
{{if eq .Address .AddressUnsafe}}
c0 := imageSrc0UnsafeAt(p0)
c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
c3 := imageSrc0UnsafeAt(p1)
{{else}}
c0 := imageSrc0At(p0)
c1 := imageSrc0At(vec2(p1.x, p0.y))
c2 := imageSrc0At(vec2(p0.x, p1.y))
c3 := imageSrc0At(p1)
{{end}}
rate := fract(p0 * sourceSize)
clr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
{{end}}
{{if .UseColorM}}
// Un-premultiply alpha.
// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.
clr.rgb /= clr.a + (1-sign(clr.a))
// Apply the clr matrix or scale.
clr = (ColorMBody * clr) + ColorMTranslation
// Premultiply alpha
clr.rgb *= clr.a
// Do not apply the color scale assuming the scale is (1, 1, 1, 1).
// Clamp the output.
clr.rgb = min(clr.rgb, clr.a)
{{else}}
// Apply the color scale.
clr *= color
{{end}}
return clr
}
`))
// Shader returns the built-in shader based on the given parameters.
//
// The returned shader always uses a color matrix so far.
func Shader(filter graphicsdriver.Filter, address graphicsdriver.Address) []byte {
shadersM.Lock()
defer shadersM.Unlock()
// Now UseColorM is always true. When UseColorM is true, the color scale in vertices is not used.
// In the built-in shaders, the color scale is modified at the vertex shader (#1996),
// and this modification cannot be represented in a Kage program.
// A custom vertex shader in Kage (#2209), or changing the interpretation of scales (#2365) would solve the issue.
const useColorM = true
k := key{
Filter: filter,
Address: address,
UseColorM: useColorM,
}
if s, ok := shaders[k]; ok {
return s
}
var buf bytes.Buffer
if err := tmpl.Execute(&buf, map[string]interface{}{
"Filter": filter,
"FilterNearest": graphicsdriver.FilterNearest,
"FilterLinear": graphicsdriver.FilterLinear,
"Address": address,
"AddressUnsafe": graphicsdriver.AddressUnsafe,
"AddressClampToZero": graphicsdriver.AddressClampToZero,
"AddressRepeat": graphicsdriver.AddressRepeat,
"UseColorM": useColorM,
}); err != nil {
panic(fmt.Sprintf("builtinshader: tmpl.Execute failed: %v", err))
}
b := buf.Bytes()
shaders[k] = b
return b
}

View File

@ -15,12 +15,7 @@
package ebiten
import (
"fmt"
"sync"
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
@ -56,34 +51,3 @@ func (s *Shader) Dispose() {
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
return s.shader.ConvertUniforms(uniforms)
}
type builtinShaderKey struct {
filter graphicsdriver.Filter
address graphicsdriver.Address
}
var (
builtinShaders = map[builtinShaderKey]*Shader{}
builtinShadersM sync.Mutex
)
func builtinShader(filter graphicsdriver.Filter, address graphicsdriver.Address) *Shader {
builtinShadersM.Lock()
defer builtinShadersM.Unlock()
key := builtinShaderKey{
filter: filter,
address: address,
}
if s, ok := builtinShaders[key]; ok {
return s
}
src := builtinshader.Shader(filter, address)
s, err := NewShader(src)
if err != nil {
panic(fmt.Sprintf("ebiten: NewShader for a built-in shader failed: %v", err))
}
builtinShaders[key] = s
return s
}